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Glossary of Backgammon Terms

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A

ABT - The American Backgammon Tour, a yearly master-point competition of participants in large U.S. tournaments.

Accept a Double - Agree to play a game at twice the previous stakes after a double has been offered.

Ace - A rolled die showing a single pip.

Ace-Point - Alternate name for the one-point.

Ace-Point Game - In the latter part of a game in which a player is anchored on the opponent's one-point trying to get a hit as the opponent brings his stones home.

Acey-Deucy - 1 and 2 on the two dice. It is also a variant of backgammon in which the roll of 1 and 2 gives the player extra turns.

Action Play - A strategy designed to start an exchange of hits, used when the opponent has escaped his runners.

Action Position - A position in which one player doubles based upon his immediate blot hitting chances.

Active Builder - A stone which is set up to make another point.

Advanced Anchor - An anchor on the opponent's five-point, four-point, or possibly three-point. A made point on the opponent's five-point, four-point, or bar-point.

Ahead in the Count - Having a lower pip count than your opponent.

Ahead in the Race - Having a lower pip count than your opponent.

Air Ball - An unexpectedly poor roll.

Anchor - A point occupied by two or more of your stones in the opponent's home board.

Anti-Joker - A very bad roll. The opposite of a joker.

Around the Corner - A move from the opponent's outer board to the player's outer board.

Attacking Game - A Blitz.

Automatic Doubles - An optional rule. If both players cast the same number on the first roll of a game, the stakes are doubled. The doubling cube is turned to 2 and stays in the middle. Players usually agree to limit the number of doubles>automatic doubles to one per game.

Awkward Number - A dice roll which forces a player to leave a shot or break a valuable point.

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